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Cart #39763 | 2017-04-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi,

I was listening to Amiga music the other day and fell on "Vaxine", a game I played on those days for quite some hours. You ran on a flat matrix, shooting at viruses that kept trying to gather. "That would be a cool game to make in Pico 8", I thought, and voilà! Just the beginning of course. Never made anything in 3D, and well this is neither, as it's just a bunch of factors thown together to bring fake 3D. But it looks cool imo so let's see how far this can go this way.

I still have my "WhoDares" to finish though, that takes all my spare time (update very soon), so Antidote is not in a rush for now.


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Did you use any ressource to code this or just tinkered with the code? just asking because you said you never made anything in 3d,


In fact when I was a teen I drew a lot of perspective pictures, fascinated by Tron and other early CGI movies. I taught myself starting with 1 vanishing point, then 2 and later 3. So from an illustrator POV I understand how 3D (perspective) works, and that's my main resource here, but translating that into programming is another matter.

That's why I'll certainly stick with 1 vanishing point 3D for now, as it was in Vaxine. My math is far too weak to even imagine how to compute real 3D. That's why 3D here is fake: lines crossing at horizon are not a problem as distance between them is always the same, but the distances between parallel lines are just made up with a factor based on player position and a constant, the whole power 3 (that power 3 idea comes from another cart I don't remember now). If it was real 3D, or fake 3D done well :), you could draw a line across diagonal quads that will pass exactly through their corners. This is not the case here. But what matters is speed first, exactness after!


Very cool! Hacking time??? :D



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